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Cellulose is a worker placement game set inside a plant cell. Players take turns activating
organelles that contribute to the function and health of the cell. They will compete for limited
access to water and other resources, carry out photosynthesis to produce carbohydrates, and
release plant growth hormones to grow their plant’s roots and shoots, giving them better access
to resources on future turns. Players score points for building carbohydrates into the cell wall, for
contributing water to the central vacuole, and for constructing cell components such as enzymes,
starches, and protein storage vacuoles. The game continues until the cell wall is completed, and
the player with the most points is the winner.
GAME COMPONENTS
1 Double-Sided
Game Board 1 Double-Sided
Plant Board
46 Cell Component
Cards 1 Water
Marker
Level
1 First
Marker
Player
2
RESOURCE COMPONENTS
45 Water 30 CO 2 25 Proteins
8 6x Water 6 6x CO 2
15
Plant Growth
Hormones
25 Carbohydrates
25 ATP 8 Extra
Tokens
Resource
PLAYER PIECES
Round structure
e
Receive Sunrise incom
to take
Take turns placing
play 1
an action, then may
for the next Round :
Prepare
rs
Recover Action Marke
16 Solo
After
the Cell Wall reaches .
Double-Sided
1
/
!
taking each Action, she plays
1 Solo
the indicated Card if able.
/
Pay 2 for 12
!
Pay for 4 and .
Aid
No cost, activate bottom
available Enzymes and move
Easy them to the top.
.
No cost, only used for scoring
Receptors score 6
1 Rulebook 1
Science Behind
Cellulose Booklet
3
2 Place the Water 3 Place 1 Gray Action
GAME SETUP Level Marker on Marker (1-3 ) or 2 Gray
the starting space Action Markers (4-5 )
of the Water Level next to the Central Vacuole
Track, indicated by for the Central Vacuole
1 Place the Game Board in the
center of the play area showing
(5 Water). Majority Reward.
5B
Scenario Play and Solo Mode
For Scenarios and the Mangrove Board,
see p. 20. For Solo Play, see pp. 21-27.
5c
5
GAME CONCEPTS
PHASES OF A ROUND
Cellulose is played over a series of Rounds (days), each with the following 3 phases:
Action Spaces allow you to collect and convert resources, advance on the
Plant Board Tracks, contribute to building the Cell Wall, and gain Cell Component Cards.
After you place an Action Marker, you may play 1 Cell Component Card from your hand by
paying its cost.
Evening — After all players have placed all of their Action Markers, several cleanup steps
occur in the Evening Phase in order to refresh the Board for the next Round.
Players will have opportunities to add their Carbohydrates to the Cell Wall, receiving the Health Points
shown on the space covered. The point values fluctuate, so timing this action well can score more Points.
During each Evening Phase, 1 Carbohydrate is added to the next open space on the Cell Wall. The game
ends when the Cell Wall has been completed; that is, when all of the spaces on the Cell Wall are covered.
6
GAME CONCEPTS
The Water Level Track on the left side of the board marks the Water
available for players to collect and use each Round. The Water Level
Marker ( ) is lowered each time players take an action to collect
Water or CO 2. If the Water Level Marker reaches the bottom space, no
more Water is available for the Round.
During the Evening Phase, the Water Level Marker resets for the
following Round. As sections of the Cell Wall are completed, the Water
Level will be reset to higher levels and more Water will be available.
CENTRAL VACUOLE
7
SUNRISE PHASE
Each Round begins with the Sunrise Phase, in which players receive income according to the Plant
Board and any of the Cell Component Cards they have played which have Sunrise bonuses.
Each player checks their Plant Growth Markers
and receives income from the following sources:
The player with the First Player Marker receives their income first, proceeding in clockwise order
(though players can typically just take these simultaneously). Each player may take their Sunrise
income benefits in any order, potentially using some benefits to pay for others (for example, using
Water and CO2 for Photosynthesis).
8
daytime phase
DAYTIME PHASE
In the Daytime Phase, players take turns placing 1 of their Action Markers ( ) on an
available Action Space and immediately taking the corresponding action. They may then
play 1 Cell Component Card from their hand (see Daytime: Playing Cards, pp. 14–16).
The player with the First Player Marker takes the first turn of the Round, then play proceeds
clockwise. On your turn, you must place 1 of your Action Markers to take an action. Some
players might run out of Action Markers earlier than others. If you have no remaining Action
Markers, you automatically pass your turn. Play continues until all players run out of Action
Markers, then proceeds to the Evening Phase.
9
DAYTIME ACTIONS
The actions players may take are:
COLLECT CO 2 (STOMATA)
10
daytime: actions
If the Cell Wall is completely covered, Carbohydrates can no longer be added, and the
game will end in the current Round’s Evening Phase. Carbohydrates that have not been
placed on the Cell Wall are each worth 4 Health Points during Endgame Scoring.
Example: Nori takes the Build Cell Wall action and adds 1 of her
Carbohydrates to the Cell Wall, scoring 7 Points. She also adds 1
Water to her region of the Central Vacuole.
11
daytime: actions
All spaces on the Plant Board have banners with resource income and/or bonus actions.
You will receive these on every subsequent Sunrise Phase, while still on that space
(see Sunrise Phase, p. 8).
You may take the First Player action even if you already have
the First Player Marker.
Take a Cell Component Card from the face-up options into your hand, paying the CO 2
cost shown above the Card. Cards have a variety of costs and benefits, and you may
play 1 Card each turn after completing your action. Empty spaces are not refilled until
the Evening Phase.
Note: The face-up Cell Component Cards on the Board are only taken through the corresponding
Action Spaces. Benefits with the icon draw a face-down Card from the deck.
13
DAYTIME PHASE: PLAYING CARDS
CARD
NAME
After placing an Action Marker and taking an action, you may
also play any 1 Cell Component Card from your hand by paying COST TO
its cost and placing it face-up in front of you. You may only PLAY CARD
play Cell Component Cards after placing an Action Marker to
take an action, regardless of the action taken. You may play a
Card on the same turn that you gain it. IMMEDIATE
BONUS
There is no limit to the number of Cards you may have in your hand or in play, including
duplicate copies of the same Cards.
CARDS CARDS
TO DRAW TO DISCARD
14
daytime: playing cards
Enzyme Cards provide a variety of benefits
when played, then can be re-activated each
time you play a new Enzyme Card:
When you play an Enzyme, receive its immediate
bonus as normal, and place it in front of you.
Gain 2 Take the Take the Build Cell Take a Root or Shoot
Health Points Photosynthesis action Wall action Plant Growth action
Draw the top Cell Component Place 2 Water from the general supply
Card from the deck on your region of the Central Vacuole
Example: Samira pays 1 ATP and 1 Protein to play a Vacuolar Processing Enzyme. She
immediately receive 3 Health Points and add 3 Water (from the general supply)
to her region of the Central Vacuole.
Finally, she adds the Vacuolar Processing Enzyme to her stack of Enzyme
Cards. The next time she plays an Enzyme, she will have the potential to
activate any number of her 3 completed Enzyme Cards.
15
daytime: playing cards
Specialization Cards score Endgame Health Points . Some Cards also provide
ongoing bonuses. The 5 Specialization Cards are:
Each Sunrise, place 1 Water from When reclaiming an Action Each Sunrise, you may pay 1
the general supply on your region Marker using a PSV, you Protein to activate 1 of your
of the Central Vacuole. may play the Action Marker previously played Enzyme Cards.
immediately.
During Endgame Scoring, receive During Endgame Scoring, gain
Endgame Health Points for double During Endgame Scoring, 1 Health Point per Enzyme Card
the Points shown on your space of score 2 Health Points per you have played.
the Central Vacuole Track. PSV Card you have played.
16
EVENING PHASE
EVENING PHASE
To allow this Phase to
Once all players have placed all of their Action Markers, advance
proceed quickly, use the
to the Evening Phase to reset the Board for the next Round.
Evening Phase Reminder
Tokens to assign steps 2–5
1 Retrieve Action Markers: All players collect their
Action Markers from the Game Board (including 1 Gray Action to players.
Marker each in a 1-2 game). Return the Central
Vacuole Gray Action Marker(s) to the Central Vacuole.
2 Central Vacuole Majority reward: Check the Central Vacuole to see who has
contributed the most Water and will score the Central Vacuole Reward(s). The player with the
most Water in the region corresponding to their player color will:
a. Advance their Central Vacuole Marker along the Central Vacuole Track and
immediately score the indicated number of Health Points.
c. Remove the Water from only their region, returning it to the general supply.
c. Take a Gray Action Marker for the following Round.
In a 4-5 game, repeat these steps for a second Central Vacuole Reward.
Ties for a Central Vacuole Reward are fully shared (all tying players score), but players will
only take a Gray Action Marker if there enough Gray Action Markers still available for all the
tying players. A tie will always end the Central Vacuole Rewards for that Round. (For detailed
examples, see Rules Clarifications, p. 19.)
If a player wins the Central Vacuole Reward while their Marker is at the top of the track, their
Marker does not move, but they score 2 Health Points.
A player must have Water placed to win a Reward. If no Water is placed in the Central Vacuole,
no Rewards are given.
Example: At the end of the Round, Samira has the Central Vacuole majority
with 8 Water, while Theo and Nori are tied with 4 Water. Samira scores
first: she moves up the Track, scores 3 Health Points, takes a Gray Action
Marker, and returns the Water in the purple region to the general supply.
Theo and Nori will both move up the track and score the indicated Points -
1 Point for Nori and 2 Points for Theo. However, because only 1 Gray Action
Marker remains, neither will receive it. Theo and Nori will still remove the
Water from their regions of the Central Vacuole.
David, who only had 1 Water, receives nothing. However, he is now the only
player with any Water in the Central Vacuole at the start of the next Round.
17
Evening Phase, Ending the Game
3 Cell Wall: Add 1 Carbohydrate from the general supply to the next empty space on the
Cell Wall (no one scores these Points).
If the final space of the Cell Wall is now covered (or was already covered), the game is
over, and Endgame Scoring will occur.
cell component cards: Discard any Cell Component Cards remaining in the leftmost
5 2 Card spaces (for 1-3 ) or leftmost 1 Card space (for 4-5 ), as indicated by “X”. Slide the
remaining Cards to the left, then replenish all empty spaces with face-up Cards from the
deck. If there are no cards left, shuffle the discard pile to form a new deck.
If the Cell Wall has remaining space, proceed to the Sunrise Phase of the next Round.
Players then have the chance to play any number of Cell Component Cards from their hands, paying
costs as normal, but ignoring all abilities and benefits other than the Health Points they score.
The player with the most Health Points wins! In the case of a tie, the player furthest along the
Central Vacuole Track wins. In the case of a further tie, the player who receives the most Water
during the Sunrise Phase wins. If the tie remains, the victory is shared.
18
rules clarifications
RULES CLARIFICATIONS
In the Sunrise Phase, players may sequence their benefits in any order. You may, for example, collect Water
and CO2 and then use those resources for Photosynthesis. You could even use the Enzyme Production
ability to activate a GH3 Synthase Enzyme, move 1 of your Plant Board Markers, then collect the Plant Board
benefits of your new space (you would still only collect the benefits from that Marker once).
Each player must take a turn placing an Action Marker if they have any Action Markers remaining. Some
players may have more Action Markers than others and therefore take more turns. Once players have used
all their Action Markers, they will automatically pass their turns, and may not play Cards. In the very unlikely
scenario that a player has an Action Marker but no available legal actions, they pass.
Large Action Spaces may contain at most 1 Action Marker of each color, including Gray. You may activate
the same Large Space multiple times in a Round by using 1 Action Marker in your player color and 1 Gray
Action Marker, or by using a Protein Storage Vacuole to recover an Action Marker and play it again. You may
take different Action Spaces corresponding to the same action (for example, you may take both Large and
Small Action Spaces to Collect CO2).
Ties for the Central Vacuole Reward can affect how many Rewards and Gray Action Markers are awarded.
In a 1-3 game (1 Gray Action Marker as a Reward) a tie between players with the most Water in
their region of the Central Vacuole will result in all tying players moving up the Central Vacuole Track,
scoring Health Points, and removing their Water — but no one will receive a Gray Action Marker.
In a 4-5 game (2 Gray Action Markers as Rewards) there are more possibilities:
A 2-way tie with the most Water will earn only those players full Rewards.
A tie among 3 or more players means that tying players will score Points and remove their Water,
but no one will receive a Gray Action Marker for that Round.
A tie for the second-most Water (after a single player wins the majority) means the players tying
for second will receive the other benefits but no Gray Action Marker — only 1 Gray Action Marker
will be given out that Round.
Action Space abilities must be used, but Card and Plant Board bonuses are always optional. You may,
for example, play a Cellulose Synthetase Enzyme and decide not to Build the Cell Wall, or play a RuBisCO
Enzyme and only do Photosynthesis once.
When you play a Protein Storage Vacuole, immediately recover an Action Marker that you previously
placed on the Board. You won’t place it now (unless you have a Seed Embryo Card), but you will have an
extra turn this Phase. You can use a PSV to recover a Gray Action Marker that you placed.
When playing an Enzyme Card, you cannot pay 1 Protein to activate the Enzyme you just played. Enzymes
may be activated in any order, but only once for each new Enzyme that is played.
Using the ability on Seed Embryo after playing a Protein Storage Vacoule allows you to immediately
place another Action Marker, but you cannot then play another Card (so, you cannot chain together
PSV Cards to take more than 2 consecutive actions).
Having 2 Seed Embryo Cards does not allow you to place 2 Action Markers when playing a PSV. Having
2 Enzyme Production or Aquaporin Cards does let you use their abilities twice in the Sunrise Phase.
19
SCENARIOS AND THE
MANGROVE PLANT BOARD
Once players are familiar with Cellulose, Scenario Cards and the alternate Plant Board can be
used to add additional variety and challenges. These are not recommended for new players, as
they deliberately shift the focus of the game in irregular ways.
SCENARIOS
To play with a Scenario, choose a Scenario Card and follow the setup and gameplay
instructions on the Card. Scenarios allow players to explore the unique adaptations of
different plant species. Two Scenarios are included with Cellulose:
The Cactus Scenario highlights the features of the cactus family that allow cacti to survive in
dry conditions. Water is scarce but valuable, and players must adapt accordingly.
The Mangrove Scenario makes use of the alternate Mangrove Plant Board that changes how
players progress in the game. Mangroves have access to plentiful but brackish water, and
struggle through harsh conditions as they support large ecological networks.
Cellulose may be played as a solo game against an automa opponent named Ivy.
When playing the solo game, your turns and actions follow the regular game
rules. Ivy’s turns, however, are determined by drawing from her deck of Action
Cards, which will instruct you where to place her Action Markers and what
decisions she makes. Instead of using the Plant Board, Ivy has her own Growth
Track and Strategy Map on Ivy’s Mat. These will track and shape her evolving strategy each game. The
following rules assume you already know the basic multiplayer game.
Note on Resources: Over the course of the game, Ivy will only ever acquire Carbohydrate,
6x Water, and 6x CO2 resources. She will take actions pertaining to the other resources,
but will never actually take or spend them: her rules always modify these actions.
Whenever she takes Cell Component Cards, add them to her face-up hand, below her
Mat. Add new cards to the right of older Cards — she will often play older Cards first.
21
IVY’S STRATEGY MAP
Ivy’s Mat has two features on it: her Strategy Map and her Growth Track. Her Strategy Map is a 5x5
grid that tracks and determines Ivy’s play style. Her Strategy Marker begins in the middle of the map
and will move to track her progress among 4 potential Strategies (the colored bands on the edges).
Move up toward the Growth Track Strategy when Ivy moves her Easy
Move down toward the Enzyme Strategy whenever Ivy gains an Enzyme Card.
Finally, move in the corresponding direction each time Ivy takes a Specialization Card
(right for Seed Embryo, left for Aquaporin, up for Cytokinin or Gibberellin Receptors, or
down for Enzyme Production).
Ivy’s Strategy Marker will initially move around the Strategy Map in any direction as the event
triggers occur, until she reaches the spaces on the outside edges. Once Ivy’s Strategy Marker
reaches any of the 4 colored edges, she has chosen that Strategy, and her Strategy Marker
will never move out of that particular edge region.
In a Medium or Hard game, Ivy unlocks additional bonuses when she gains a Strategy.
If she has the PSV Strategy, she earns 2 additional Health Points for each
of her PSV Cards during Endgame Scoring.
If she has the Central Vacuole Strategy, she adds 2 Water to the Central Vacuole
each Sunrise.
If she gains the Enzyme Strategy, immediately draw Cell Component Cards from the
deck until 2 Enzyme Cards are revealed, and put them into her play area. She doesn’t
score Health Points or take their benefits, but they can be activated as she plays
future Enzyme Cards. Shuffle the other Cards back into the deck.
If she has the Growth Track Strategy, she will take the Build Cell Wall action, if
possible, after receiving Sunrise benefits each Round.
23
IVY’S TURNS AND ACTION CARDS
On each of Ivy’s Daytime Phase turns, while she has at least 1 Action Marker remaining, draw
the top Action Card from her deck (reshuffle her discard pile if none are available to draw).
Check the actions shown in the bars on the Action Card. Ivy will perform the topmost action
that she is able to do with her available resources and Action Markers. Some of the actions
have special conditions for her to take that action, as described below. If she cannot do any
of the actions shown, draw another Action Card. After performing an action on an Action Card,
she may also play a Cell Component Card, as described below.
When placing on an Action Space, Ivy will use Gray Action Markers first (if able), and will
always place on the best available Action Space (to block you: it usually won’t affect her
action). Her versions of the actions are as follows:
As long as the Water Level is not empty, collect 6 Water (regardless of the current Water
Level), and additionally add the indicated Water to her region of the Central Vacuole.
Collect 6 Water or 6 CO2, whichever Ivy has less of. If she has the same number of both
(or none of either), she will take Water. If the Water Level is out, she will take CO2. If taking
Water, also add the indicated Water to her region the Central Vacuole.
Perform Photosynthesis, using the 2x Action Space if possible. Some versions of this action
( 2x
(
will only use the 2x Photosynthesis, so Ivy will not take the action if she does not have the
resources or the 2x Action Space is not available.
Build the Cell Wall, adding 1 Water to the Central Vacuole. On some versions of this action, Ivy
(
(
will only do so if it yields the indicated minimum number of Health Points.
(
(
Place an Action Marker on the indicated Action Space (the Ribosome or Mitochondria) and
( score the indicated Health Points, if any are shown. (No resources are taken or paid.)
(
Place 2 Action Markers simultaneously — 1 on a Collect Hormone Space and 1 on the indicated
Growth Space (or the Action Space costing 1 Protein, but she need not pay), then advance her
Growth Marker. An Action Space of each type must be available to take this action, and she
must have 2 Action Markers. Note that she may not move to the final space on her Growth
Track unless she has the Hormone Strategy ( ).
Take First Player if she does not already have it, then draw a Cell Component Card into Ivy’s Hand.
Take 1 of the face-up Cell Component Cards of the type shown into Ivy’s Hand (without
paying CO2). If there are multiple suitable options, she will take the Card in the left-most
(cheapest) available space.
24
solo mode
Some of Ivy’s actions are preceded by additional conditions, and she
will only take that action if the condition is met:
Only take this action if Ivy has the matching Strategy (in this case, Enzymes).
If multiple Strategies are shown, she will only do an action corresponding to a
Strategy she has. For example, means she will take a Specialization Card
matching 1 of her Strategies.
Only take this action if Ivy has a Cell Component Card of the indicated type in her
hand. (She will typically play it afterwards.)
Only take this action if Ivy has fewer than 4 Cell Component Cards in her hand.
Example: On her first turn of the Round, Ivy draws this Action Card
(with plenty of resources). She first considers taking the Build Cell
Wall action, but the next available space will not score 8 Health
Points. Next, she considers the 2x Photosynthesis action, but the
Action Space has just been taken by the solo player. Finally, she takes
the best available Protein Space with her Gray Action Marker. Ivy does
not gain the 5 Protein, but she gains 2 Health Points.
Ivy adds the Level 2 Action Cards to her discard pile as soon as the first section of
the Cell Wall is complete (that is, when the 4th Carbohydrate is placed).
When Ivy chooses a new Strategy by moving onto that edge of her Strategy Map,
she adds the 1 matching Action Card to her discard pile. (For example, she adds
the Action Card if she gains the Enzyme Strategy.)
25
IVY’S CELL COMPONENT CARDS
Ivy gains Cell Component Cards into her face-up “hand”, below her
Mat, adding new Cards to the right. While the first section of the
Cell Wall is being built, she will not play any Cell Component Cards.
Once the has been reached on
the Cell Wall, she may begin playing Cell
Component Cards as part of her turns.
As she plays Cell Component Cards, move them into her play area.
It is recommended to keep Enzyme Cards in a stack to the left of (OLD) (NEW)
her Player Mat (to track activations), and the rest of the Cards IVY’S HAND
above her Mat (to indicate that they’ve been played).
Ivy will always pay 2 to play a Starch Card, earning 12 . She will then draw 1 Cell
Component Card.
Ivy always pays 6 Water ( ) to play a Protein Storage Vacuole, earning 4 . She will then
take back the Action Marker she placed for that turn ( ).
Ivy plays Enzyme Cards for free, since she does not use Protein or ATP resources (though this
often follows placing an Action Marker on a Protein Action Space). She then gains its Health
Points and immediate bonus (if able), and she adds it to her stack of Enzymes.
After playing an Enzyme Card, Ivy will also activate some number of previously played
Enzymes (in this case, 2). Take the bottom-most Enzyme Card in the stack that has a
benefit Ivy can use, activate its ability, and move it to the top of her Enzyme stack. Repeat
this for as many different Enzymes as she can activate (at most once per Enzyme Card).
Ivy plays Specialization Cards for free, since she does not use Protein or ATP resources (though
this often follows placing an Action Marker on an ATP Action Space). She ignores the abilities
of these Cards, but scores them at the end of the game. The Gibberellin and Cytokinin Receptor
Cards will always score her 6 Endgame Health Points.
26
Example: Ivy draws the Action Card shown and skips the first action, since she
has no Specialization Cards in hand. She does have an Enzyme Card in hand, so
she places an Action Marker on a Gain Protein Action Space.
On the bottom half of the Card, she again cannot play a Specialization Card
but will play her Enzyme. She takes its immediate benefit (3 Health Points
and a Card draw) and adds it to her stack of Enzymes. She then activates the
bottom-most 2 eligible Enzyme Cards. In this case, she earns 2 Health Points
from the bottom Enzyme, skips the next one (she has no Carbohydrates to place), and adds 2 Water to
the Central Vacuole. The 2 activated Enzymes are moved to the top of the stack.
The Evening Phase occurs normally. Remember, once the Cell Wall is built up to , Ivy will add
Action Cards to her discard and may begin playing Cell Component Cards. When the game ends, Ivy
scores normally with the one exception that her Gibberellin and Cytokinin Receptor Cards will always
score her 6 Endgame Health Points.
CREDITS
sunrise Evening
Take income according Players recover their Action Markers ( )
to Plant Board ( )
round structure
the indicated
Gain Health Points number of Cards
Other icons
Add to your region of the Central Vacuole (from supply) Recover 1 of your